Cruise Chaser has 3 distinct phases, during which it uses the following moves and mechanics.
Phase 1
Attack Name |
Description
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Optical Sight
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Has multiple variations that can be predicted based on the orbs around the boss.
- Super Hawk Blaster: Marks multiple random players with massive AoEs. Move them away from the group and avoid stacking together.
- Massive AoE: covers the entire center of the room with a massive AoE circle, leaving a strip of safe space along the edges of the room.
- Ring AoE: Multiple small AoEs will appear in order, overlapping to form a ring around the arena, before finally covering the center. The AoEs will go off in the order they landed, so players can wait for the first ones to go off and then move into the safe spot left by them.
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E.D.D.
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Add that spawns occasionally. Must be picked up and tanked by the OT. Face away from the group as it does moderate frontal cleave damage.
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Spin Crusher
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Frontal cleave on the MT.
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Pillars
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Large hunks of machina fall to the ground. Used to dodge Propeller Wind. Eventually they use Self-Destruct, dealing heavy damage to anyone caught in a large AoE around them.
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Propeller Wind
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Deals heavy damage and knocks back any players hit. Line of sight the move by standing behind a Pillar.
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GA-100
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Targets the OT with a player proximity marker, dealing proximity damage to other players. The OT should move away from the group and players should move towards the MT.
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Blast Off
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The boss will knock players back and become untargetable as it flies away. Open Ducts will appear at the Cardinal directions, which players must click. Doing so will deposit them on the boss' back. If they fail this mechanic, they will die when the boss nukes the platform shortly after. Part of an Active Time Maneuver. If players fail to "eject" in time, they will be thrown off and probably die. Signals the start of Phase 2.
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Advice and Tips
- Be prepared for whichever Optical Sight the boss will use.
Phase 2
Uses Optical Sight from Phase 1 as well as those listed below. The boss is invulnerable while the Lapis Lazulis remain alive.
Attack Name |
Description
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Lapis Lazuli
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Spawns 4 large purple orbs around the room. These must be killed before Eternal Darkness is cast or it will wipe the raid.
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Claster
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Multiple small magitek bit adds spawn around the edge of the arena, which shoot long thin line AoEs at random players.
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Eternal Darkness
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Will wipe the raid if any Lapis Lazuli adds remain. Deals heavy raid-wide AoE damage otherwise. Signals the start of Phase 3.
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Advice and Tips
- The Lapis Lazuli adds are a DPS check.
Phase 3
Uses abilities from Phase 1.
Attack Name |
Description
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Left/Right Laser Sword
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Does large conal AoEs on the indicated side; players should move to the opposite side to avid damage.
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Burning Floor
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The floor will now apply a perpetual fire DoT for the rest of the fight.
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Plasma Shield
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Can only be damaged from the front of the boss. When the shield goes down, the boss will use Blassty Charge and players should move to his rear, away from the MT.
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Blassty Charge
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Used immediately after Plasma Shield. The boss will mark the MT with an orange circle marker and charge at them, dealing heavy damage and applying a ~15 second stacking Bleed DoT. Players should stay away from the MT and not be between them and the boss for this.
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Prey
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Marks a random player with an orange marker. After a few seconds the player will be hit with massive AoEs three times, each dealing heavy damage. Marked players should move away from the group, with the rest of the group moving away from the marked player, and healers will need to top them up between hits or they will die to the second hit.
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Advice and Tips
- Make sure to attack from the front for Plasma Shield and then to move to the back of the boss so you aren't hit by Blassty Charge.
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